Add panel overflow instrumentation (record_panel_fit reading ImGui ScrollMax), a forced layout-reference + debug-aware center split, and host harness commands (uisize/uifit). New headless ui_fit_test drives the real Controllers + Audio panels at reference resolutions with Debug details on and asserts no panel overflows its assigned size; the Audio panel gains a demo mode so its richest content renders without a live mirror. Fixes from the measured overflow: widen the center column (was too narrow -> horizontal overflow), merge the Controllers poll/round-trip tables and fold the trigger line into the slot line, and make the center height split Debug-details-aware (Video's height is mirroring-driven, not debug-driven, so a static split can't serve both modes). Controllers + Audio now fit at 1920x1080 with max info. Video/Injection/Log fit is finalized at the end via the live uifit harness (M1 stays open until then). 15/15 ctest. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
220 lines
9.0 KiB
CMake
220 lines
9.0 KiB
CMake
# Self-contained verification of the forwarding core (IPC + XInput hook).
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# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
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add_executable(hook_selftest
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hook_selftest.cpp
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${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(hook_selftest PRIVATE
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coop_common
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safetyhook::safetyhook
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xinput)
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add_test(NAME hook_selftest COMMAND hook_selftest)
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# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
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# format handshake, overrun policy). Header-only, no hook or audio device.
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add_executable(audio_ring_test audio_ring_test.cpp)
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target_link_libraries(audio_ring_test PRIVATE coop_common)
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add_test(NAME audio_ring_test COMMAND audio_ring_test)
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# Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
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add_executable(mkb_ring_test mkb_ring_test.cpp)
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target_link_libraries(mkb_ring_test PRIVATE coop_common)
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add_test(NAME mkb_ring_test COMMAND mkb_ring_test)
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# Unit test for the audio mixer math (decode/sum/soft-clip/encode). Header-only.
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add_executable(audio_mix_test audio_mix_test.cpp)
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target_include_directories(audio_mix_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME audio_mix_test COMMAND audio_mix_test)
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# Unit test for the robust sample-rate estimator (consensus / reject-non-standard /
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# low-confidence). Pure header logic fed synthetic adversarial cadences. No device.
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add_executable(rate_estimator_test rate_estimator_test.cpp)
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target_include_directories(rate_estimator_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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add_test(NAME rate_estimator_test COMMAND rate_estimator_test)
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# Unit test for the per-game audio override store (persist/reload, case-insensitive
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# lookup, differing-overwrite detection). Reuses the shipping source. No device.
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add_executable(audio_overrides_test
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audio_overrides_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp)
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target_include_directories(audio_overrides_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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target_link_libraries(audio_overrides_test PRIVATE coop_common)
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add_test(NAME audio_overrides_test COMMAND audio_overrides_test)
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# Unit test for the host->game mouse coordinate mapping (letterbox inverse +
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# decorated-window client offset). Header-only, no device.
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add_executable(mkb_map_test mkb_map_test.cpp)
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target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME mkb_map_test COMMAND mkb_map_test)
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# Integration test for WASAPI process-loopback capture. Reuses the shipping
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# capture code and captures from coop_tone (a known sine-wave render process).
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add_executable(audio_loopback_test
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audio_loopback_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
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target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)
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add_dependencies(audio_loopback_test coop_tone)
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add_test(NAME audio_loopback_test COMMAND audio_loopback_test)
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# In-process self-test for the WASAPI render-hook. Reuses the shipping
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# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
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# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
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# game and no second Steam account (the audio analogue of hook_selftest).
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add_executable(audio_hook_test
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audio_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(audio_hook_test PRIVATE
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${CMAKE_SOURCE_DIR}/hook/src
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${CMAKE_SOURCE_DIR}/tools/audio_tone) # shared configurable ToneSource (also used by coop_tone)
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# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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ole32
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mmdevapi)
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add_test(NAME audio_hook_test COMMAND audio_hook_test)
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# Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid
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# darkening *_SRGB-backbuffer games. Header-only, no device.
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add_executable(srgb_format_test srgb_format_test.cpp)
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target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME srgb_format_test COMMAND srgb_format_test)
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# In-process self-test for the Present-hook video path. Reuses the shipping
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# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
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# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
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# texture, and the open-by-name / readback contract (the video analogue of
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# audio_hook_test). Skips on a machine without a D3D11 device.
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add_executable(present_hook_test
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present_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi)
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add_test(NAME present_hook_test COMMAND present_hook_test)
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# In-process self-test for the D3D12 path of the Present hook: drives a real D3D12
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# swapchain through the (shared) IDXGISwapChain::Present vtable and verifies the
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# D3D11On12 bridge copies the D3D12 backbuffer into the shared texture. Skips on a
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# machine without a D3D12 device.
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add_executable(dx12_present_hook_test
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dx12_present_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(dx12_present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(dx12_present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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d3d12
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dxgi)
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add_test(NAME dx12_present_hook_test COMMAND dx12_present_hook_test)
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# Comprehensive capture/audio/hook stress test against coop_mock_game: launches the
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# animated, frame-numbered A/V game, injects coop_hook.dll, decodes captured frame
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# numbers (DX11 + DX12) to assert a monotonic/advancing mirror, checks audio capture, and
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# stresses hook/unhook cycles. Reuses the shipping shared-texture reader. Skips without D3D11.
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add_executable(mock_game_test
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mock_game_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/capture/shared_texture.cpp)
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target_include_directories(mock_game_test PRIVATE
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${CMAKE_SOURCE_DIR}/host/src
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${CMAKE_SOURCE_DIR}/tools/mock_game)
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target_link_libraries(mock_game_test PRIVATE coop_common d3d11 dxgi)
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add_dependencies(mock_game_test coop_mock_game coop_hook)
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add_test(NAME mock_game_test COMMAND mock_game_test)
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# In-process self-test for the OpenGL capture path. Reuses the shipping
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# opengl_hook.cpp and drives a real OpenGL context in the same process, so it
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# exercises the SwapBuffers hook, the glReadPixels readback, and the upload into
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# the shared texture (opened by name + read back). Skips without GL / D3D11.
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add_executable(opengl_hook_test
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opengl_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/opengl_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(opengl_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi
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opengl32
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gdi32)
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add_test(NAME opengl_hook_test COMMAND opengl_hook_test)
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# Headless UI-fit check (M1): drives the real Controllers + Audio panels at reference
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# resolutions with Debug details on and the richest content, and asserts no panel overflows
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# its assigned size. Pure ImGui layout (no GPU / window). The Audio panel renders in its
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# demo mode so the full content path shows without a live audio device.
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add_executable(ui_fit_test
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ui_fit_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio_panel.cpp
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${CMAKE_SOURCE_DIR}/host/src/controllers_panel.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_loopback.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp
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${CMAKE_SOURCE_DIR}/host/src/ui/app_chrome.cpp)
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target_include_directories(ui_fit_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# process_loopback_capture (pulled in via AudioMirror) needs the Win10 20H1 headers.
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target_compile_definitions(ui_fit_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(ui_fit_test PRIVATE coop_common imgui ole32 mmdevapi)
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add_test(NAME ui_fit_test COMMAND ui_fit_test)
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# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
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# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
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# test's "coop_tone.exe alongside me" lookup keeps working.
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coop_output_subdir(tests
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hook_selftest
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audio_ring_test
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mkb_ring_test
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mkb_map_test
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audio_mix_test
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rate_estimator_test
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audio_overrides_test
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audio_loopback_test
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audio_hook_test
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srgb_format_test
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present_hook_test
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dx12_present_hook_test
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opengl_hook_test
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mock_game_test
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ui_fit_test)
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